What are Quasimorph factions?
Corporate employers and story factions (AnCom, Civil Resistance, RealWare, Dilthey, etc.) tracked on Power and Technology stats. Contracts on the Magnum board raise one employer’s stats and often drain rivals.
Quasimorph factions guide: Power and Technology stats, mission types, five-faction pick order, and story route gates for nine endings. Verified August 2026.
Power, Technology, assets, and why you should pick five employers early.
~10 min read
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The solar system in Quasimorph is a corporate battleground: every contract nudges Power and Technology for employers like AnCom, RealWare, and Dilthey. Subscribing to five employers is a UI filter, not a loyalty oath — but ignoring the solar simulation guarantees 3,000-Power raids you never meant to accept. Depth on two Tech spines unlocks class chips and shuttle stock faster than shallow rep on twelve corps. Flip contract sides when offered to turn a 5,000-Power assault into a 1,600-Power infiltration. This Quasimorph factions guide explains the two stats, mission types, early employer picks, and how faction choices feed five storylines and nine endings. Verified August 16, 2026 · Steam.
| Fact | Detail |
|---|---|
| Core stats | Power · Technology |
| Assets | Bases on planets/moons producing stats weekly |
| Mission types | Conquest · Defend · Elimination · Espionage · Sabotage |
| Storylines | 5 major arcs · 9 endings |
| Subscribe UI | Highlight only — no hard alliance lock |
| Dev / Pub | Magnum Scriptum / HypeTrain Digital |
Every faction tracks Power (military success, asset count, mission wins) and Technology (industrial level, gear tier, available contracts). Assets are physical bases — stations, factories, labs — listed on the faction sheet with weekly Power/Tech income.

| Stat | Drives | Player feel |
|---|---|---|
| Power | Mission success · conquest · defense | More enemies, tougher patrols on their turf |
| Technology | Research · industrial missions | Better shop stock · higher-tier chips and guns |
| Assets | Map control | Long-term passive growth each in-game week |
| Enemy Power on card | Opponent faction strength | 30+ fighters possible at 3,000 Power |
| Your employer Tech | Unlock tree depth | Class chips · fabricator recipes · shuttle stock |
High Power on RealWare does not buff your clone directly — it buffs RealWare's presence on the map and the missions they offer. You feel it when the contract card says you are assaulting a 5,000-Power Daydream lab with three floors of energy weapons.
Low Tech employers sell starter junk; high Tech unlocks endgame armor families and shuttle trade modes (1.0 Trade Shuttle rework). Rush Tech on two employers instead of spreading one point at a time across twelve corps. Patch 1.0.2 shows estimated Technology growth for every faction while you pick a travel destination — use it before a long hop.
Stats move because mission types are levers — next section.
Each contract type pushes Power and/or Technology for the employer and often drains rivals. The board shows icons — learn them once and you stop taking accidental Conquest jobs during a stealth build week.
| Type | Typical stat effect | Player note |
|---|---|---|
| Elimination | Power + for employer | Standard combat grind |
| Espionage | Tech + · intel | Stealth-friendly — good for Scouts/Ghosts |
| Sabotage | Rival Power − | Plant and run — watch timer |
| Defend | Power + · long hold | High Quasimorphosis risk — late game |
| Conquest | Large Power swing | Multi-wave — avoid early |
| Storyline | Fixed rep + flags | AnCom · RealWare · Civil Resistance · Tezctlan · more |
Some contracts let you work for the defender instead of the attacker — turning a 5,000-Power assault into a 1,600-Power infiltration. Always check the flip toggle before Accept.
Beyond the megacorps, minor factions (Hexarchy, Tezctlan cult structures, pirate belts) add modifiers as the campaign ages. You do not need every minor unlocked in week one — pick five anchors first.
Anchors matter because employer choice sets your loot path — below.
There is no morally pure route — every employer is complicit. Strategically, pick five factions you will actually raise Tech on: one weapons supplier, one chip supplier, one story employer, and two flexible neighbors for contract variety.
Ten factions at Tech 2 lose to two factions at Tech 6. The Trade Shuttle and fabricator recipes reward depth. Use subscriptions to hide noise, then spam contracts for your chosen five.
You can still take neutral jobs in rival territory — but success shifts Power. If you are grooming AnCom story rep, selling AnCom's early chip to RealWare closes branches — see AnCom storyline.
Names and flavors for those corps sit in the roster table next.
Quasimorph tracks dozens of groups; these are the ones most guides, wiki pages, and story beats reference at 1.0:
| Faction | Flavor | Typical gear / role |
|---|---|---|
| AnCom | Anarcho-communist bloc | Storyline · two endings · data trades |
| RealWare | Industrial military | Storyline · two endings · RealWare guide |
| SBN | Media / telecom | Intel missions · odd contracts |
| Dilthey | High Power enforcer | Brutal raids — late-game Power checks |
| Daydream Chems | Pharma / chems | Drugs · anti-quasi · poison gear |
| PlanetBridge | Infrastructure | Transport · mid-tier contracts |
| Grasshopper Technologies | Tech startup vibe | Gadgets · chips |
| Sunlight Coven | Cult corporate | Energy / weird weapons |
| Franche-Comte PS | European industrial | Armor mixes |
| Coreward MG | Core systems mg | Heavy industry |
| Church of Revelation | Religious corp | Story hooks · unique jobs |
| Civil Resistance | Movement not megacorp | Manifesto storyline · slogans · hard missions |
| Tezctlan | Mesoamerican death cult | Storyline · barons · pacts |
| Feathered Masks · Shedu's Thousand · Unchained Belt | Niche powers | Special contracts · late map |
Civil Resistance behaves like a revolutionary movement — manifesto missions, slogan choices, and brutal three-floor jobs with thin loot. Treat them as story content, not your first credit grind.
1.0 patch notes and wiki pages add employers like Tianmìng and expanded trade blocs. If a name is not on your board yet, advance campaign week — the solar war escalates on a schedule.
Employers pay in contracts and unlocks — how that shopping works is below.
Matched by build plan, shared topics, and guide progression — not random related links.
Contracts are the UI surface for faction relations. Completing jobs raises standing, pushes stats, and adds new card types to the board — including storyline offers with skull ratings.
| Unlock | Requires | Examples |
|---|---|---|
| Better shuttle stock | Tech threshold | High-tier armor · ammo · meds |
| Class chips | Tech + mission drops | Tunnel Rats · Martian Mech · etc. |
| Story mission | Rep + key items | AnCom quest · Civil manifesto |
| Trade discounts | Standing · Trade Shuttle 1.0 | Credit efficiency on bulk buys |
| Enemy escalation | Rival Power high | More bodies on their home stations |
Credits buy today; Tech unlocks tomorrow. Early poverty is fixed by extraction loot sales, not by grinding low-Power jobs on the far side of the solar map.
Some chips are faction-locked until Tech rises — stealing them on Espionage jobs is valid, but extract alive or the chip is a souvenir on a dead clone.
Reputation eventually gates endings — not just gear.
5 major storylines and 9 endings split across employers — RealWare (two endings), AnCom (two endings), Tezctlan, Civil Resistance, and others per the 1.0 story pass. Faction stats and missable items (early AnCom chip sales, manifesto choices) soft-lock routes.
| Route | Entry condition | Guide page |
|---|---|---|
| AnCom | Rep + chip choices · mid-game quest | AnCom storyline |
| Civil Resistance | Manifest missions · slogans | Civil Resistance |
| RealWare | Industrial rep · chip handoff choices | RealWare storyline |
| Tezctlan | Cult rep · pact hooks | Quasimorphosis · pacts |
| Cross-route | Multiple reps · ending checklist | All endings |
Three-skull story cards with three floors and minimal loot are normal. Faction Power on the map still applies — do not stack story week with a Dilthey Conquest side job.
Use the dedicated endings page once you are in act two. This factions page is the political layer; storyline pages are the walkthrough layer.
Pick AnCom or Civil Resistance next if you already committed to a story spine — links in FAQ.
As campaign week advances, Hexarchy and other minor blocs apply solar-wide modifiers — think of them as season rules layered on top of Power/Tech. You do not pick Hexarchy like an employer; you react to their escalation.
| System | What it changes | Beginner response |
|---|---|---|
| Hexarchy pressure | Global difficulty nudges | Do not stack story skulls the same week |
| Tezctlan cult spread | Quasi-heavy maps | Route to Quasimorphosis prep |
| Pirate belts | Side chains · Ship of Ghouls | Track separately from Civil manifest |
| Unchained Belt | Trade oddities | Late Trade Shuttle content |
Magnum Scriptum's faction overview video walks ten systems — factions, Hexarchy, Tezctlan, chips, augments — in one sitting. Use it as audio while sorting storage; this page is the written cheat sheet for Power/Tech only.
Industrial RealWare weeks reward rifle drops; AnCom weeks reward story and data trades. Alternate campaign focus by save slot if you want both ending sets without constant reload.
Copy this five-slot template into your save notes and swap names once you read the solar map:
| Slot | Role | Example pick |
|---|---|---|
| 1 — Gun supplier | High Tech rifles/ammo | RealWare-style industrial |
| 2 — Med/chem | Anti-quasi · pain meds | Daydream Chems |
| 3 — Story employer | Ending route | AnCom OR Civil OR RealWare — one only early |
| 4 — Flexible combat | Medium Power jobs | PlanetBridge · Grasshopper |
| 5 — Wildcard | Espionage · chips | SBN · Franche-Comte PS |
Espionage, Sabotage, and low-Power Elimination jobs for your chosen five employers are the safe rep spine. Avoid Conquest until Power numbers on the card look boring.
Open the solar map each Magnum morning: yellow Power spikes mean heavier raids on that employer's turf next rotation. Your subscribed five should show steady Tech climbs — flat lines mean you are taking wrong mission types or working for rivals accidentally. When a rival spikes above 2,500 Power, schedule Sabotage or Espionage that week instead of stacking more contracts on their home moon.
Corporate employers and story factions (AnCom, Civil Resistance, RealWare, Dilthey, etc.) tracked on Power and Technology stats. Contracts on the Magnum board raise one employer’s stats and often drain rivals.
Story employers unlock through campaign progress — not every faction is a day-one contract pick. Subscribe to five on the solar map, focus Tech on two spines, and run Sabotage/Espionage to drain rivals blocking new employers.
Not realistically in one campaign — rival Power swings and story choices force conflict. Plan two deep Tech spines plus story employer.
No. Subscribe is a UI filter only.
High faction Power inflates enemy count on their contracts — read the card before Accept.
Yes — Sabotage missions explicitly drain rival Power while boosting your client. Pair with Espionage on the same rival for a one-two stat swing.
Cult faction with storyline and pact hooks — high quasi presence. Route separately from AnCom week unless you want double skull missions.
Late-campaign solar modifier stack — not an employer you pick day one. Expect harder boards after it activates.
If RealWare bought your secret data: RealWare storyline. If AnCom rep is rising: AnCom storyline. If manifest jobs appeared: Civil Resistance.
August 16, 2026
Yes to highlight — helps avoid accidental 3k Power jobs in the feed.
Whenever the briefing shows Power above your comfort band — flipping from assault to infiltration can drop enemy count by half without losing Tech payout on the same employer.
Matched by build plan, shared topics, and guide progression — not random related links.